/** Converts an EMaterialShadingModel to a string description. */
FString GetShadingModelString(EMaterialShadingModel ShadingModel)
{
	FString ShadingModelName;
	switch(ShadingModel)
	{
		case MSM_Unlit:				ShadingModelName = TEXT("MSM_Unlit"); break;
		case MSM_DefaultLit:		ShadingModelName = TEXT("MSM_DefaultLit"); break;
		case MSM_Subsurface:		ShadingModelName = TEXT("MSM_Subsurface"); break;
		case MSM_PreintegratedSkin:	ShadingModelName = TEXT("MSM_PreintegratedSkin"); break;
		case MSM_ClearCoat:			ShadingModelName = TEXT("MSM_ClearCoat"); break;
		case MSM_SubsurfaceProfile:	ShadingModelName = TEXT("MSM_SubsurfaceProfile"); break;
		case MSM_TwoSidedFoliage:	ShadingModelName = TEXT("MSM_TwoSidedFoliage"); break;
		case MSM_Hair:				ShadingModelName = TEXT("MSM_Hair"); break;
		case MSM_Cloth:				ShadingModelName = TEXT("MSM_Cloth"); break;
		case MSM_Eye:				ShadingModelName = TEXT("MSM_Eye"); break;
		case MSM_SingleLayerWater:	ShadingModelName = TEXT("MSM_SingleLayerWater"); break;
		case MSM_ThinTranslucent:	ShadingModelName = TEXT("MSM_ThinTranslucent"); break;
		//着色模型添加-开始
		case MSM_MyToonDefault:     ShadingModelName = TEXT("MSM_MyToonDefault"); break;
		case MSM_MyToonFace:        ShadingModelName = TEXT("MSM_MyToonFace"); break;
		case MSM_MyToonHair:        ShadingModelName = TEXT("MSM_MyToonHair"); break;
		//结束
		default: ShadingModelName = TEXT("Unknown"); break;
	}
	return ShadingModelName;
}
//--------------------------256行------------
if (ShadingModels.HasOnlyShadingModel(MSM_Unlit))
	{
		INC_DWORD_STAT_BY(STAT_ShaderCompiling_NumUnlitMaterialShaders, 1);
	}
	else if (ShadingModels.HasAnyShadingModel({ MSM_DefaultLit, MSM_Subsurface, MSM_PreintegratedSkin, MSM_ClearCoat, MSM_Cloth, MSM_SubsurfaceProfile, MSM_TwoSidedFoliage, MSM_SingleLayerWater, MSM_ThinTranslucent,
	 /*着色模型添加-开始*/ MSM_MyToonDefault, MSM_MyToonFace, MSM_MyToonHair /*结束*/ }))
	{
		INC_DWORD_STAT_BY(STAT_ShaderCompiling_NumLitMaterialShaders, 1);
	}
